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Restore approximate occlusion check
While less precise, it worked better which is what matters in the end.
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b14aa305ce
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e8716ffede
37
src/map.cpp
37
src/map.cpp
@ -1033,21 +1033,11 @@ void Map::removeNodeTimer(v3s16 p)
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}
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bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
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const core::aabbox3d<s16> &block_bounds, float step, float stepfac, float offset,
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u32 needed_count)
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float step, float stepfac, float offset, float end_offset, u32 needed_count)
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{
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// Worst-case safety distance to keep to the target position
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// Anything smaller than the mapblock diagonal could result in in self-occlusion
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// Diagonal = sqrt(1*1 + 1*1 + 1*1)
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const static float BLOCK_DIAGONAL = BS * MAP_BLOCKSIZE * 1.732f;
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v3f direction = intToFloat(pos_target - pos_camera, BS);
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float distance = direction.getLength();
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// Disable occlusion culling for near mapblocks in underground
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if (distance < BLOCK_DIAGONAL)
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return false;
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// Normalize direction vector
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if (distance > 0.0f)
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direction /= distance;
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@ -1056,17 +1046,10 @@ bool Map::isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
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u32 count = 0;
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bool is_valid_position;
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for (; offset < distance; offset += step) {
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for (; offset < distance + end_offset; offset += step) {
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v3f pos_node_f = pos_origin_f + direction * offset;
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v3s16 pos_node = floatToInt(pos_node_f, BS);
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if (offset > distance - BLOCK_DIAGONAL) {
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// Do accurate position checks:
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// Check whether the node is inside the current mapblock
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if (block_bounds.isPointInside(pos_node))
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return false;
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}
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MapNode node = getNode(pos_node, &is_valid_position);
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if (is_valid_position &&
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@ -1098,10 +1081,7 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
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v3s16(-1, -1, -1) * bs2,
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};
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// Minimal and maximal positions in the mapblock
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core::aabbox3d<s16> block_bounds = block->getBox();
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v3s16 pos_blockcenter = block_bounds.MinEdge + (MAP_BLOCKSIZE / 2);
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v3s16 pos_blockcenter = block->getPosRelative() + (MAP_BLOCKSIZE / 2);
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// Starting step size, value between 1m and sqrt(3)m
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float step = BS * 1.2f;
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@ -1110,14 +1090,21 @@ bool Map::isBlockOccluded(MapBlock *block, v3s16 cam_pos_nodes)
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float start_offset = BS * 1.0f;
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// The occlusion search of 'isOccluded()' must stop short of the target
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// point by distance 'end_offset' to not enter the target mapblock.
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// For the 8 mapblock corners 'end_offset' must therefore be the maximum
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// diagonal of a mapblock, because we must consider all view angles.
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// sqrt(1^2 + 1^2 + 1^2) = 1.732
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float end_offset = -BS * MAP_BLOCKSIZE * 1.732f;
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// to reduce the likelihood of falsely occluded blocks
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// require at least two solid blocks
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// this is a HACK, we should think of a more precise algorithm
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u32 needed_count = 2;
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for (const v3s16 &dir : dir9) {
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if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir, block_bounds,
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step, stepfac, start_offset, needed_count))
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if (!isOccluded(cam_pos_nodes, pos_blockcenter + dir, step, stepfac,
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start_offset, end_offset, needed_count))
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return false;
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}
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return true;
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@ -311,8 +311,8 @@ protected:
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const NodeDefManager *m_nodedef;
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bool isOccluded(const v3s16 &pos_camera, const v3s16 &pos_target,
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const core::aabbox3d<s16> &block_bounds, float step, float stepfac,
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float offset, u32 needed_count);
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float step, float stepfac, float start_offset, float end_offset,
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u32 needed_count);
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private:
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f32 m_transforming_liquid_loop_count_multiplier = 1.0f;
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